Thaumaturge 5E Final
Thaumaturge 5E Final
Hit Points
Hit Dice: 1d8 per Thaumaturge level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per thaumaturge level after
1st
Proficiencies
Armor: Light armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: N/A
Saving Throws: Intelligence, Dexterity
Skills: Choose three from Arcana, History, Investigation, Insight, Perception, Religion, And
Athletics.
Equipment
You start with one of each of the following equipment, in addition to the equipment granted by
your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) a simple melee weapon or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack
(a) an amulet(b) a chalice (c) a pocket mirror or (d) a wand
Leather Armor
6th +3
12th +4
13th +5 Juggernaut
18th +6
19th +6
20th +6
Implements
Choose an implement, which describes the kind of power you will receive. Amulet, Chalice,
Mirror, Wand, or Weapon. Your choice grants you abilities at 1st, 5th, 7th, 11th, 15th, and 17th
level. If you have multiple implements, You can swap between them at the cost of a free action.
Search Vulnerability
1st: You gain the ability to find your enemies weaknesses. You can use this feature once a turn,
And costs a bonus action. You can choose a creature within 40 ft of you that you can see, And
make a DC14 Investigation check. If you succeed, you know what its vulnerabilities are, if it has
any. On a DC19 or over, You also learn its resistances and immunities.
Exploit Vulnerability
2nd: After identifying a creature’s weakness, you can attune your attacks to your discovery. This
means for 1 attack per turn, you can make the first confirmed attack cause double damage, This
is only if they have a vulnerability and they don't have a resistance or immunity to the damage
type you are using to attack. If the targeted creature has a resistance to your weapons damage
type, the resistance is instead nullified and you deal normal damage. If the targeted creature
has an immunity to your weapons damage type, the immunity instead becomes a resistance. If
they do not have any vulnerabilities, You instead figure out a personal vulnerability that can be
used instead.
Weapon Mastery
3rd: You can add half your Intelligence modifier as damage to your attacks rounded down. This
increases to full damage at 14th level.
Extra Attack
5th: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Second Implement
5th: You choose a second Implement that you do not already have, And you gain the Innate
Ability of that Implement.
Better Implement
7th: You have deepened your connection to one of your implements, You can choose one of
your implements and unlock its Active ability.
Well Rounded
8th: You level you gain expertise with two of your skills you have proficiency in. You gain
expertise in one more skill at 17th level.
Vulnerability Specialization
9th: You gain the Adept Ability on all your implements.
Master Exploiter
10th: You become much more capable in your abilities to effectively exploit a creature's
weakness. You can gain 1 more use of Exploit Vulnerability per round. And can choose after the
attack what hits benefit from Exploit Vulnerability.
Juggernaut
13th: When attacked by a creature with a non-magical attack that you can see, You can use
your reaction to reduce that damage by 4d6.
Third Implement
15th: You choose a third Implement that you do not already have. And you gain its Innate
Ability, Active Ability, And its Adept Ability.
Unlimited Esoterica
Implements:
Amulet
Innate Ability: (Magic Ward) When an enemy attacks yourself or an ally within 15 feet of you,
As a reaction and before the damage is rolled, you can half the incoming damage of the attack.
You can use this feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Active Ability: When you use the Magic Ward ability, The creature affected by it gains
resistance against one damage type in that attack until the start of your next turn.
Adept Ability: You gain a +2 status bonus to AC and saves against the target of your Exploit
Vulnerability. Does not Stack with Mirror Image Adept Ability.
Master Ability: Your amulet provides sanctuary even against wide-scale attacks. When you use
the amulet, you target yourself and all allies within 15 feet. Each target gains the effect of its
Innate Ability, Adept Ability. The allies gain the lingering resistance even if they would not have
taken any of the initial triggering damage. If the foe's attack deals multiple damage types, each
target can separately choose the damage type to gain lingering resistance against.
Chalice
Innate Ability (Sip or Drain): You drink from the liquid that slowly collects in your chalice or
administer it to an adjacent ally. The drinker chooses whether to take a sip/splash or to
drain/drench the contents.
● Sip: As a bonus action, You can either splash a creature in the liquid or have it sip it, It
grants the creature an amount of temporary Hit Points equal to 2 + half your level that
last until the end of your next turn.
● Drain: (healing, positive) As a standard action, You can either drench a creature in the
liquid or have it drink the all the liquid in the chalice, It instead heals the creature 3 Hit
Points for each level you have. After the chalice is drained, it's left with only its slowly
collecting dregs; the chalice can't be drained again, though it can still be sipped from. If 5
minutes pass without interacting with the chalice, it refills itself and can be drained again.
This can only affect a creature once per long rest.
Active Ability: If you or an ally within 10 feet takes piercing, slashing, or bludgeoning damage
from a foe's critical, Using the chalice before the end of your next turn grants the injured
creature more health than normal. On a sip, the temporary Hit Points granted to the creature
increase to 2 + your Intelligence modifier + your level. When drained, the chalice instead heals
the creature 5 Hit Points for each level you have.
Adept Ability: Your chalice can collect a creature's life force to become empowered. If you
succeed at an attack on a creature under the effects of your Exploit Vulnerability ability, Add an
additional half its CR rating worth of healing to the both sip and drain effects. This effect doesn't
stack.
Master Ability: When you or an ally drain the chalice, the overwhelming vitality it's collected
helps you overcome many ailments. Remove 1 of the conditions or diseases of your choice.
Magic Mirror
Innate Ability (Mirror Self): You learn how to use your magic mirror to project another version
of yourself. You gain the Mirror Self ability as a bonus action. You reflect an illusory image of
yourself that shares your stats and health into another unoccupied space within 30 feet that you
can see. It counts as another person for effects such as flanking and exc. For roleplay purposes
you can puppet your mirror self to do actions your other one isnt doing, Such as playing a card
game with your mirror.
Your mirror self mimics your actions exactly, but any effects you generate come from only one of
your positions, And you decide when each reacts. Anything that targets or would affect your
reflection affects you and uses your statistics. Something that would target or affect both of you
affects you only one. Both you and your mirror can move normally, however your movement
points are shared between both. If you fall unconscious or dismiss the effect ends and you
choose which mirror was real.
Active Ability: Your mirror self shatters into razor sharp shards when damaged. When an
enemy adjacent to one of your spaces damages you, You can choose if that version of you
explodes into crystal shards, ending the effect. Dealing 2 + half your level in magical slashing
damage in a 5 foot radius around it. You are immune to this damage.
Adept Ability: You become concealed to the target of your Exploit Vulnerability as your mirror
warps its perceptions. You gain a +3 bonus to AC and Dexterity saving throws for the target of
your Exploit Vulnerability feature, you can't use this concealment to Hide or Sneak.Does not
stack with the Amulets Adept Ability.
Master Ability: You've become so skilled at reflecting yourself that you can combine making a
reflection with your other movements to act right away. When you use Mirror's Reflection, you
can have one of your selves immediately take an extra action. Only two uses per long rest.
Wand
Innate Ability: Choose an element, Cold, Electricity, or Fire. You can for a full action cast a
Magic Bolt dealing damage equal to 1d4 + your Intelligence modifier to any target within 30 feet
of you, they can make a dexterity saving throw equal to 8 + your proficiency bonus + your
Charisma modifier, If they succeed this save they take no damage. Damage increases at 5th to
2d4, 9th to 3d4, 13th to 4d4. Can change the element once per long rest.
Active Ability: Choose an additional damage type, you can select between either of the two
damage type. It also has an additional effect if the target fails its save and takes damage,
depending on the type.
Cold: The target becomes chilled, taking a –15 penalty until the end of your next turn.
Electricity: The target is stunned once per long rest.
Fire: The target catches flame, taking 1d10 fire damage.
Adept Ability: When you use the Magic Bolt to damage a target of your Search Vulnerability,
you deal additional damage equal to 1 + the number of damage dice. This is limited to half your
proficiency per short rest.
Master Ability: The range of Magic Bolt increases to 90 feet. You gain the ability to choose
between all three damage types (cold, electricity, and fire) each time you use Fling Magic. You
can choose to target a single creature, Or to affect all creatures in a 5-foot sphere.
Weapon
Innate Ability: (Interruption) Your weapon senses an opening and attacks, Seemingly guiding
your hand as it does. You can activate this ability on a weapon once per long rest. When a
creature under the effect of Search Vulnerability attempts to leave your melee weapons reach or
within 10 feet if you're wielding a ranged weapon, Or casts a spell, you can use a reaction to
attack. You can use this feature a number of times equal to your proficiency bonus, And regain
all expended uses when you finish a long rest.
Active Ability: When you use your implement weapon to attack and fail you deal 1d4 damage
of the weapon's normal damage type.
Adept Ability: Your weapon is drawn to your enemy's vital spots, almost of its own accord. You
gain a +2 damage bonus and to hit bonus to all attack rolls against the target of your Search
Vulnerability.
Master Ability: You now disrupt the triggering action on a hit, this is only when you hit using
Interruption. This stops them from moving any further than they have, Or if they are casting a
spell it stops any spell from being cast thats 5th level or lower.